Attrition HCS

Oddball HCS should attempt to promote aggressive map movement and plays not camping in the far corners… my proposed fixes which essentially alters Oddball all together and creates a new gametype combining Oddball, Assault and Extraction.

> Attrition HCS
> Description: Attrition HCS is a 4v4 ball game mode where players score by using the ball to either arm at detonation sits or by controlling the ball accruing points over time.
> Intention: This new modified ball gametype draws inspiration from past competitive Halo game modes where Oddball (Halo 3) and Extraction (Halo 4) scream out the most.
> You see, I wanted to find a game mode that fits a certain criteria of being malleable across all map types, whether they be symmetrical or a-symmetrical, as well as having a unique objective gameplay that is not quite “hit and run” like Capture the Flag or “controlled setups” like Strongholds… essentially a gametype that would create movement across the map constantly with avenue for aggressive plays.
> Background: The idea originally began as an attempt at ‘Search and Destroy’, which is found in other e-Sports first-person shooters, in an arena setting. I attempt to test some attack versus defense versions where I was met with some unfortunate game glitches out of my control to fix, however with further study I found a game mode known as Extraction and returned to the drawing board once more, thinking about a twist to the concept, where Spartans instead opt to “destroy” the nasty Covenant, Insurgent and Forerunner technology in hopes of weakening their resolve and power… excuse the author for his passionate ramblings, I go a little off book… anyway the intention was to create an Assault gametype that allowed for use of the whole map and didn’t feel like a cheap rip-off of Capture the Flag however yet another setback had a hold of me… the spawning system was orientated unfortunately like Capture the Flag where a team would only spawn around their initial mark and so it was a dead end once more until Oddball was released. The spawning system now mitigated I could start testing some of the game mode…
> Purpose: To fulfil a game type that is not yet fulfilled by Capture the Flag and Strongholds.
> Improvements from Oddball HCS:
>
> - Magnum starts. - Score to Win increased from 200 to 250. - Ball Carrier has limited use of Spartan Abilities, specifically Thruster, Stabiliser and Ground Pound. - Detonation Sites are randomly picked through KOTH Scripting System. - Arming scores 20 points at Detonation Sites. - Arming takes 7 seconds, which can be stolen by Enemy Team for a Quick Reversal (Extraction). - Successful Detonations, Detonates and Resets the Ball (Assault) - *Ball Respawn time is 10 seconds from moment of Destruction/Despawn.*Current Bugs/Glitches:
>
> - Dedicated Server Crashes - Navigation Marker – Disappears at Random Moments - *Sound Effects – Game Sound occasional is muted or distant. Usually follows with a Dedicated Server Crash.*Differentiation:
>
> - Capability to be used on any map type, whether it be A-Symmetrical or Symmetrical. - Random Arming Sites Promotes Map Movement and Aggression. - *Minimises “Camping” Meta of Oddball.*Comments:
>
> - Suggested Maps; Plaza, Truth, The Rig and Coliseum would all benefit from this game mode. Mercy could also be considered due to its previous experience with Extraction.

If you want to test it out please contact me on Xbox Live via Direct Message. :slight_smile:

Update #1: Most bug fixes have been minimized however the ongoing dedicated server crash is still an issue. Further investigation may show what the cause is, however fixing it is another thing entirely.

> Official Report
> Improvements:
>
> - Navigational Marker appearance and disappearance has been minimized. The cause has been located, where if a Ball Carrier is holding the ball and the ‘Detonation Site’ changes based of a scripted timed sequence, the new ‘Detonation Site’ has no Nav Marker until the Ball is dropped. - *Sound Effects happens only during a dedicated server crash situation.*Ongoing Bugs/Glitchs:
>
> - Plaza with four players disconnects at 6:00 mark. - Coliseum with four players disconnects at 6:00 mark. - Truth with six players disconnects at 6:00 mark. - The Rig with eight players disconnects at 6:40 mark. - *Mercy untested.*Cause: Further investigation into whether the gametype, map or scripting is causing the duress.

All though i like the way oddball is currently set up, i would be ok with this being added to the game mode if it was on a rotation.

> 2535418887193050;3:
> All though i like the way oddball is currently set up, i would be ok with this being added to the game mode if it was on a rotation.

It is on a random cycle essentially extraction using assault rules and oddball scoring by holding. :slight_smile:

Sounds chaotic. I like it. So you got it all scripted in customs? It would be cool if you had a youtube 4v4 vid to showcase it. It sounds like fun.

I did attempt a few twitch streams to showcase the BETA but ran into some glitches still attempting to fix.

My main issue with this is simply that it isn’t oddball anymore. We finally got oddball added to Halo 5 after asking for it since launch, and you already want to change it? I’d rather stick to the oddball that we all know and love. We saw what happened to gamemodes that 343 makes when they try something different. In Halo 4, Dominion was fun, but it was so unfair once one team took the lead that they completely removed it from the game. And let’s not forget how divisive Breakout is in Halo 5. In my opinion, the best gamemodes in Halo have always been the “basics” (Slayer, Oddball, KotH, CTF, and possibly Assault).

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> My main issue with this is simply that it isn’t oddball anymore. We finally got oddball added to Halo 5 after asking for it since launch, and you already want to change it? I’d rather stick to the oddball that we all know and love. We saw what happened to gamemodes that 343 makes when they try something different. In Halo 4, Dominion was fun, but it was so unfair once one team took the lead that they completely removed it from the game. And let’s not forget how divisive Breakout is in Halo 5. In my opinion, the best gamemodes in Halo have always been the “basics” (Slayer, Oddball, KotH, CTF, and possibly Assault).

Essentially it uses those concepts. But expands upon the model.

Nice work. Keep innovating!

Essentially if you want a more Oddball variant then a simple alteration could be made… The conditions would be something like “detection” of hill boundaries checks and detects if a player with a ball (or type of weapon) enters/exits then certain actions would occur like increase scoring ratios… ie double points for less seconds. The hills would simply remain visible to all but would serve no real purpose other than for the ball carrier. So essentially it would be KOTH-Oddball but without KOTH rules and more on the Oddball side of things. Would definitely promote forward movement and aggression.